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Patent 3090281 Summary

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Claims and Abstract availability

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(12) Patent Application: (11) CA 3090281
(54) English Title: DUAL LISTENER POSITIONS FOR MIXED REALITY
(54) French Title: DOUBLE POSITION D'ECOUTE POUR LA REALITE MIXTE
Status: Compliant
Bibliographic Data
(51) International Patent Classification (IPC):
  • H04S 7/00 (2006.01)
  • G06T 19/00 (2011.01)
  • G02B 27/01 (2006.01)
  • G06F 3/01 (2006.01)
  • H04R 1/10 (2006.01)
  • H04R 3/12 (2006.01)
  • H04R 25/00 (2006.01)
(72) Inventors :
  • TAJIK, ANASTASIA ANDREYEVNA (United States of America)
(73) Owners :
  • MAGIC LEAP, INC. (United States of America)
(71) Applicants :
  • MAGIC LEAP, INC. (United States of America)
(74) Agent: RICHES, MCKENZIE & HERBERT LLP
(74) Associate agent:
(45) Issued:
(86) PCT Filing Date: 2019-02-15
(87) Open to Public Inspection: 2019-08-22
Availability of licence: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): Yes
(86) PCT Filing Number: PCT/US2019/018369
(87) International Publication Number: WO2019/161314
(85) National Entry: 2020-07-31

(30) Application Priority Data:
Application No. Country/Territory Date
62/631,422 United States of America 2018-02-15

Abstracts

English Abstract

A method of presenting audio signals in a mixed reality environment is disclosed, the method comprising the steps of identifying a first ear listener position in the mixed reality environment; identifying a second ear listener position in the mixed reality environment; identifying a first virtual sound source in the mixed reality environment; identifying a first object in the mixed reality environment; determining a first audio signal in the mixed reality environment, wherein the first audio signal originates at the first virtual sound source and intersects the first ear listener position; determining a second audio signal in the mixed reality environment, wherein the second audio signal originates at the first virtual sound source, intersects the first object, and intersects the second ear listener position; determining a third audio signal based on the second audio signal and the first object; presenting, via a first speaker to a first ear of a user, the first audio signal; and presenting, via a second speaker to a second ear of the user, the third audio signal.


French Abstract

L'invention concerne un procédé de présentation de signaux audio dans un environnement de réalité mixte, le procédé comprenant les étapes consistant à identifier une première position d'un auditeur dans l'environnement de réalité mixte; à identifier une seconde position d'une oreille d'un utilisateur dans l'environnement de réalité mixte; identifier une première source sonore virtuelle dans l'environnement de réalité mixte; identifier un premier objet dans l'environnement de réalité mixte; à déterminer un premier signal audio dans l'environnement de réalité mixte, le premier signal audio provenant de la première source sonore virtuelle et interceptant la première position d'oreille de l'utilisateur; à déterminer un second signal audio dans l'environnement de réalité mixte, le second signal audio provenant de la première source sonore virtuelle, interceptant le premier objet, et interceptant la seconde position d'oreille de l'utilisateur; à déterminer un troisième signal audio sur la base du second signal audio et du premier objet; à présenter, par l'intermédiaire d'un premier haut-parleur à une première oreille d'un utilisateur, le premier signal audio; et présenter, par l'intermédiaire d'un second haut-parleur à une seconde oreille de l'utilisateur, le troisième signal audio.

Claims

Note: Claims are shown in the official language in which they were submitted.


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CLAIMS
What is claimed is:
1. A method of presenting audio signals in a mixed reality environment, the
method
comprising:
identifying a first ear listener position in the mixed reality environment;
identifying a second ear listener position in the mixed reality environment;
identifying a first virtual sound source in the mixed reality environment;
identifying a first object in the mixed reality environment;
determining a first audio signal in the mixed reality environment, wherein the
first audio
signal originates at the first virtual sound source and intersects the first
ear listener position;
determining a second audio signal in the mixed reality environment, wherein
the second
audio signal originates at the first virtual sound source, intersects the
first object, and intersects
the second ear listener position;
determining a third audio signal based on the second audio signal and the
first object;
presenting, via a first speaker to a first ear of a user, the first audio
signal; and
presenting, via a second speaker to a second ear of the user, the third audio
signal.
2. The method of claim 1, wherein determining the third audio signal from the
second
audio signal comprises applying a low-pass filter to the second audio signal,
the low-pass filter
having a parameter based on the first object.
3. The method of claim 1, wherein determining the third audio signal from the
second
audio signal comprises applying an attenuation to the second audio signal, the
strength of the
attenuation based on the first object.
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4. The method of claim 1, wherein identifying the first object comprises
identifying a
real object.
5. The method of claim 4, wherein identifying the real object comprises using
a sensor to
determine a position of the real object relative to the user in the mixed
reality environment.
6. The method of claim 5, wherein the sensor comprises a depth camera.
7. The method of claim 4, further comprising generating helper data
corresponding to the
real object.
8. The method of claim 4, further comprising generating a virtual object
corresponding
to the real object.
9. The method of claim 1, further comprising identifying a second virtual
object, wherein
the first audio signal intersects the second virtual object and a fourth audio
signal is determined
based on the second virtual object.
10. A system comprising:
a wearable head device comprising:
a display for displaying a mixed reality environment to a user, the display
comprising a transmissive eyepiece through which a real environment is
visible;
a first speaker configured to present audio signals to a first ear of the
user; and
a second speaker configured to present audio signals to a second ear of the
user;
and
one or more processors configured to perform:
identifying a first ear listener position in the mixed reality environment;
identifying a second ear listener position in the mixed reality environment;
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identifying a first virtual sound source in the mixed reality environment;
identifying a first object in the mixed reality environment;
determining a first audio signal in the mixed reality environment, wherein the
first
audio signal originates at the first virtual sound source and intersects the
first ear listener
position;
determining a second audio signal in the mixed reality environment, wherein
the
second audio signal originates at the first virtual sound source, intersects
the first object, and
intersects the second ear listener position;
determining a third audio signal based on the second audio signal and the
first
object;
presenting, via a first speaker to the first ear, the first audio signal; and
presenting, via a second speaker to the second ear, the third audio signal.
11. The system of claim 10, wherein determining the third audio signal from
the second
audio signal comprises applying a low-pass filter to the second audio signal,
the low-pass filter
having a parameter based on the first object.
12. The system of claim 10, wherein determining the third audio signal from
the second
audio signal comprises applying an attenuation to the second audio signal, the
strength of the
attenuation based on the first object.
13. The system of claim 10, wherein identifying the first object comprises
identifying a
real object.
14. The system of claim 13, wherein the wearable head device further comprises
a
sensor, and wherein identifying the real object comprises using the sensor to
determine a position
of the real object relative to the user in the mixed reality environment.
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15. The system of claim 14, wherein the sensor comprises a depth camera.
16. The system of claim 13, the one or more processors further configured to
perform
generating helper data corresponding to the real object.
17. The system of claim 13, the one or more processors further configured to
perform
generating a virtual object corresponding to the real object.
18. The system of claim 10, the one or more processors further configured to
perform
identifying a second virtual object, wherein the first audio signal intersects
the second virtual
object and a fourth audio signal is determined based on the second virtual
object.
49

Description

Note: Descriptions are shown in the official language in which they were submitted.


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DUAL LISTENER POSITIONS FOR MIXED REALITY
FIELD
[0001] This application claims benefit of U.S. Provisional Patent Application
No. 62/631,422,
filed February 15, 2018, which is hereby incorporated by reference in its
entirety.
[0002] This disclosure relates in general to systems and methods for
presenting audio signals,
and in particular to systems and methods for presenting stereo audio signals
to a user of a mixed
reality system.
BACKGROUND
[0003] Virtual environments are ubiquitous in computing environments, finding
use in video
games (in which a virtual environment may represent a game world); maps (in
which a virtual
environment may represent terrain to be navigated); simulations (in which a
virtual environment
may simulate a real environment); digital storytelling (in which virtual
characters may interact
with each other in a virtual environment); and many other applications. Modern
computer users
are generally comfortable perceiving, and interacting with, virtual
environments. However,
users' experiences with virtual environments can be limited by the technology
for presenting
virtual environments. For example, conventional displays (e.g., 2D display
screens) and audio
systems (e.g., fixed speakers) may be unable to realize a virtual environment
in ways that create
a compelling, realistic, and immersive experience.
[0004] Virtual reality ("VR"), augmented reality ("AR"), mixed reality ("MR"),
and related
technologies (collectively, "XR") share an ability to present, to a user of an
XR system, sensory
information corresponding to a virtual environment represented by data in a
computer system.
This disclosure contemplates a distinction between VR, AR, and MR systems
(although some
systems may be categorized as VR in one aspect (e.g., a visual aspect), and
simultaneously
categorized as AR or MR in another aspect (e.g., an audio aspect)). As used
herein, VR systems
present a virtual environment that replaces a user' s real environment in at
least one aspect; for
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example, a VR system could present the user with a view of the virtual
environment while
simultaneously obscuring his or her view of the real environment, such as with
a light-blocking
head-mounted display. Similarly, a VR system could present the user with audio
corresponding
to the virtual environment, while simultaneously blocking (attenuating) audio
from the real
environment.
[0005] VR systems may experience various drawbacks that result from replacing
a user's real
environment with a virtual environment. One drawback is a feeling of motion
sickness that can
arise when a user's field of view in a virtual environment no longer
corresponds to the state of
his or her inner ear, which detects one's balance and orientation in the real
environment (not a
virtual environment). Similarly, users may experience disorientation in VR
environments where
their own bodies and limbs (views of which users rely on to feel "grounded" in
the real
environment) are not directly visible. Another drawback is the computational
burden (e.g.,
storage, processing power) placed on VR systems which must present a full 3D
virtual
environment, particularly in real-time applications that seek to immerse the
user in the virtual
environment. Similarly, such environments may need to reach a very high
standard of realism to
be considered immersive, as users tend to be sensitive to even minor
imperfections in virtual
environments ¨ any of which can destroy a user's sense of immersion in the
virtual
environment. Further, another drawback of VR systems is that such applications
of systems
cannot take advantage of the wide range of sensory data in the real
environment, such as the
various sights and sounds that one experiences in the real world. A related
drawback is that VR
systems may struggle to create shared environments in which multiple users can
interact, as users
that share a physical space in the real environment may not be able to
directly see or interact with
each other in a virtual environment.
[0006] As used herein, AR systems present a virtual environment that overlaps
or overlays the
real environment in at least one aspect. For example, an AR system could
present the user with a
view of a virtual environment overlaid on the user's view of the real
environment, such as with a
transmissive head-mounted display that presents a displayed image while
allowing light to pass
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through the display into the user's eye. Similarly, an AR system could present
the user with
audio corresponding to the virtual environment, while simultaneously mixing in
audio from the
real environment. Similarly, as used herein, MR systems present a virtual
environment that
overlaps or overlays the real environment in at least one aspect, as do AR
systems, and may
additionally allow that a virtual environment in an MR system may interact
with the real
environment in at least one aspect. For example, a virtual character in a
virtual environment may
toggle a light switch in the real environment, causing a corresponding light
bulb in the real
environment to turn on or off. As another example, the virtual character may
react (such as with
a facial expression) to audio signals in the real environment. By maintaining
presentation of the
real environment, AR and MR systems may avoid some of the aforementioned
drawbacks of VR
systems; for instance, motion sickness in users is reduced because visual cues
from the real
environment (including users' own bodies) can remain visible, and such systems
need not
present a user with a fully realized 3D environment in order to be immersive.
Further, AR and
MR systems can take advantage of real world sensory input (e.g., views and
sounds of scenery,
objects, and other users) to create new applications that augment that input.
[0007] XR systems may provide the user with various ways in which to interact
with a virtual
environment; for example, XR systems may include various sensors (e.g.,
cameras, microphones,
etc.) for detecting a user's position and orientation, facial expressions,
speech, and other
characteristics; and present this information as input to the virtual
environment. Some XR
systems may incorporate a sensor-equipped input device, such as a virtual
"mallet," and may be
configured to detect a position, orientation, or other characteristic of the
input device.
[0008] XR systems can offer a uniquely heightened sense of immersion and
realism by
combining virtual visual and audio cues with real sights and sounds. For
example, it may be
desirable to present audio cues to a user of an XR system in a way that mimics
aspects,
particularly subtle aspects, of our own sensory experiences. The present
invention is directed to
presenting, to a user, stereo audio signals originating from a single sound
source in a mixed
reality environment, such that the user is able to identify a position and
orientation of the sound
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source in the mixed reality environment based on the differences in the
signals received by the
user's left ear and right ear. By using audio cues to identify the position
and orientation of the
sound source in the mixed reality environment, the user may experience a
heightened awareness
of virtual sounds originating from that position and orientation.
Additionally, the user's sense of
immersion in a mixed reality environment can be enhanced by presenting stereo
audio that not
only corresponds to direct audio signals, but that presents a fully immersive
soundscape
generated using to a 3D propagation model.
BRIEF SUMMARY
[0009] Examples of the disclosure describe systems and methods for presenting
audio signals
in a mixed reality environment. In one example, a method comprises the steps
of identifying a
first ear listener position in the mixed reality environment; identifying a
second ear listener
position in the mixed reality environment; identifying a first virtual sound
source in the mixed
reality environment; identifying a first object in the mixed reality
environment; determining a
first audio signal in the mixed reality environment, wherein the first audio
signal originates at the
first virtual sound source and intersects the first ear listener position;
determining a second audio
signal in the mixed reality environment, wherein the second audio signal
originates at the first
virtual sound source, intersects the first object, and intersects the second
ear listener position;
determining a third audio signal based on the second audio signal and the
first object; presenting,
via a first speaker to a first ear of a user, the first audio signal; and
presenting, via a second
speaker to a second ear of the user, the third audio signal.
BRIEF DESCRIPTION OF THE DRAWINGS
[0010] FIGs. 1A-1C illustrate an example mixed reality environment.
[0011] FIGs. 2A-2D illustrate components of an example mixed reality system
that can be
used to interact with a mixed reality environment.
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[0012] FIG. 3A illustrates an example mixed reality handheld controller that
can be used to
provide input to a mixed reality environment.
[0013] FIG. 3B illustrates an example auxiliary unit that can be included in
an example mixed
reality system.
[0014] FIG. 4 illustrates an example functional block diagram for an example
mixed reality
system.
[0015] FIGs. 5A-5B illustrate an example mixed reality environment that
includes a user, a
virtual sound source, and an audio signal originating from the virtual sound
source.
[0016] FIG. 6 illustrates an example flow chart of a process for presenting
stereo audio signals
to a user of a mixed reality environment.
[0017] FIG. 7 illustrates an example functional block diagram of an example
augmented
reality processing system.
DETAILED DESCRIPTION
[0018] In the following description of examples, reference is made to the
accompanying
drawings which form a part hereof, and in which it is shown by way of
illustration specific
examples that can be practiced. It is to be understood that other examples can
be used and
structural changes can be made without departing from the scope of the
disclosed examples.
[0019] MIXED REALITY ENVIRONMENT
[0020] Like all people, a user of a mixed reality system exists in a real
environment ¨ that is,
a three-dimensional portion of the "real world," and all of its contents, that
are perceptible by the
user. For example, a user perceives a real environment using one's ordinary
human senses ¨
sight, sound, touch, taste, smell ¨ and interacts with the real environment by
moving one's own
body in the real environment. Locations in a real environment can be described
as coordinates in

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a coordinate space; for example, a coordinate can comprise latitude,
longitude, and elevation
with respect to sea level; distances in three orthogonal dimensions from a
reference point; or
other suitable values. Likewise, a vector can describe a quantity having a
direction and a
magnitude in the coordinate space.
[0021] A computing device can maintain, for example in a memory associated
with the device,
a representation of a virtual environment. As used herein, a virtual
environment is a
computational representation of a three-dimensional space. A virtual
environment can include
representations of any object, action, signal, parameter, coordinate, vector,
or other characteristic
associated with that space. In some examples, circuitry (e.g., a processor) of
a computing device
can maintain and update a state of a virtual environment; that is, a processor
can determine at a
first time tO, based on data associated with the virtual environment and/or
input provided by a
user, a state of the virtual environment at a second time t/. For instance, if
an object in the
virtual environment is located at a first coordinate at time tO, and has
certain programmed
physical parameters (e.g., mass, coefficient of friction); and an input
received from user indicates
that a force should be applied to the object in a direction vector; the
processor can apply laws of
kinematics to determine a location of the object at time t/ using basic
mechanics. The processor
can use any suitable information known about the virtual environment, and/or
any suitable input,
to determine a state of the virtual environment at a time t/. In maintaining
and updating a state
of a virtual environment, the processor can execute any suitable software,
including software
relating to the creation and deletion of virtual objects in the virtual
environment; software (e.g.,
scripts) for defining behavior of virtual objects or characters in the virtual
environment; software
for defining the behavior of signals (e.g., audio signals) in the virtual
environment; software for
creating and updating parameters associated with the virtual environment;
software for
generating audio signals in the virtual environment; software for handling
input and output;
software for implementing network operations; software for applying asset data
(e.g., animation
data to move a virtual object over time); or many other possibilities.
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[0022] Output devices, such as a display or a speaker, can present any or all
aspects of a virtual
environment to a user. For example, a virtual environment may include virtual
objects (which
may include representations of inanimate objects; people; animals; lights;
etc.) that may be
presented to a user. A processor can determine a view of the virtual
environment (for example,
corresponding to a "camera" with an origin coordinate, a view axis, and a
frustum); and render,
to a display, a viewable scene of the virtual environment corresponding to
that view. Any
suitable rendering technology may be used for this purpose. In some examples,
the viewable
scene may include only some virtual objects in the virtual environment, and
exclude certain other
virtual objects. Similarly, a virtual environment may include audio aspects
that may be
presented to a user as one or more audio signals. For instance, a virtual
object in the virtual
environment may generate a sound originating from a location coordinate of the
object (e.g., a
virtual character may speak or cause a sound effect); or the virtual
environment may be
associated with musical cues or ambient sounds that may or may not be
associated with a
particular location. A processor can determine an audio signal corresponding
to a "listener"
coordinate ¨ for instance, an audio signal corresponding to a composite of
sounds in the virtual
environment, and mixed and processed to simulate an audio signal that would be
heard by a
listener at the listener coordinate ¨ and present the audio signal to a user
via one or more
speakers.
[0023] Because a virtual environment exists only as a computational structure,
a user cannot
directly perceive a virtual environment using one's ordinary senses. Instead,
a user can perceive
a virtual environment only indirectly, as presented to the user, for example
by a display,
speakers, haptic output devices, etc. Similarly, a user cannot directly touch,
manipulate, or
otherwise interact with a virtual environment; but can provide input data, via
input devices or
sensors, to a processor that can use the device or sensor data to update the
virtual environment.
For example, a camera sensor can provide optical data indicating that a user
is trying to move an
object in a virtual environment, and a processor can use that data to cause
the object to respond
accordingly in the virtual environment.
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[0024] A mixed reality system can present to the user, for example using a
transmissive
display and/or one or more speakers (which may, for example, be incorporated
into a wearable
head device), a mixed reality environment ("MRE") that combines aspects of a
real environment
and a virtual environment. In some embodiments, the one or more speakers may
be external to
the wearable head device. As used herein, a MRE is a simultaneous
representation of a real
environment and a corresponding virtual environment. In some examples, the
corresponding real
and virtual environments share a single coordinate space; in some examples, a
real coordinate
space and a corresponding virtual coordinate space are related to each other
by a transformation
matrix (or other suitable representation). Accordingly, a single coordinate
(along with, in some
examples, a transformation matrix) can define a first location in the real
environment, and also a
second, corresponding, location in the virtual environment; and vice versa.
[0025] In a MRE, a virtual object (e.g., in a virtual environment associated
with the MRE) can
correspond to a real object (e.g., in a real environment associated with the
MRE). For instance,
if the real environment of a MRE comprises a real lamp post (a real object) at
a location
coordinate, the virtual environment of the MRE may comprise a virtual lamp
post (a virtual
object) at a corresponding location coordinate. As used herein, the real
object in combination
with its corresponding virtual object together constitute a "mixed reality
object." It is not
necessary for a virtual object to perfectly match or align with a
corresponding real object. In
some examples, a virtual object can be a simplified version of a corresponding
real object. For
instance, if a real environment includes a real lamp post, a corresponding
virtual object may
comprise a cylinder of roughly the same height and radius as the real lamp
post (reflecting that
lamp posts may be roughly cylindrical in shape). Simplifying virtual objects
in this manner can
allow computational efficiencies, and can simplify calculations to be
performed on such virtual
objects. Further, in some examples of a MRE, not all real objects in a real
environment may be
associated with a corresponding virtual object. Likewise, in some examples of
a MRE, not all
virtual objects in a virtual environment may be associated with a
corresponding real object. That
is, some virtual objects may solely in a virtual environment of a MRE, without
any real-world
counterpart.
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[0026] In some examples, virtual objects may have characteristics that differ,
sometimes
drastically, from those of corresponding real objects. For instance, while a
real environment in a
MRE may comprise a green, two-armed cactus ¨ a prickly inanimate object ¨ a
corresponding
virtual object in the MRE may have the characteristics of a green, two-armed
virtual character
with human facial features and a surly demeanor. In this example, the virtual
object resembles
its corresponding real object in certain characteristics (color, number of
arms); but differs from
the real object in other characteristics (facial features, personality). In
this way, virtual objects
have the potential to represent real objects in a creative, abstract,
exaggerated, or fanciful
manner; or to impart behaviors (e.g., human personalities) to otherwise
inanimate real objects.
In some examples, virtual objects may be purely fanciful creations with no
real-world
counterpart (e.g., a virtual monster in a virtual environment, perhaps at a
location corresponding
to an empty space in a real environment).
[0027] Compared to VR systems, which present the user with a virtual
environment while
obscuring the real environment, a mixed reality system presenting a MRE
affords the advantage
that the real environment remains perceptible while the virtual environment is
presented.
Accordingly, the user of the mixed reality system is able to use visual and
audio cues associated
with the real environment to experience and interact with the corresponding
virtual environment.
As an example, while a user of VR systems may struggle to perceive or interact
with a virtual
object displayed in a virtual environment ¨ because, as noted above, a user
cannot directly
perceive or interact with a virtual environment ¨ a user of an MR system may
find it intuitive
and natural to interact with a virtual object by seeing, hearing, and touching
a corresponding real
object in his or her own real environment. This level of interactivity can
heighten a user's
feelings of immersion, connection, and engagement with a virtual environment.
Similarly, by
simultaneously presenting a real environment and a virtual environment, mixed
reality systems
can reduce negative psychological feelings (e.g., cognitive dissonance) and
negative physical
feelings (e.g., motion sickness) associated with VR systems. Mixed reality
systems further offer
many possibilities for applications that may augment or alter our experiences
of the real world.
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[0028] FIG. lA illustrates an example real environment 100 in which a user 110
uses a mixed
reality system 112. Mixed reality system 112 may comprise a display (e.g., a
transmissive
display) and one or more speakers, and one or more sensors (e.g., a camera),
for example as
described below. The real environment 100 shown comprises a rectangular room
104A, in
which user 110 is standing; and real objects 122A (a lamp), 124A (a table),
126A (a sofa), and
128A (a painting). Room 104A further comprises a location coordinate 106,
which may be
considered an origin of the real environment 100. As shown in FIG. 1A, an
environment/world
coordinate system 108 (comprising an x-axis 108X, a y-axis 108Y, and a z-axis
108Z) with its
origin at point 106 (a world coordinate), can define a coordinate space for
real environment 100.
In some embodiments, the origin point 106 of the environment/world coordinate
system 108 may
correspond to where the mixed reality system 112 was powered on. In some
embodiments, the
origin point 106 of the environment/world coordinate system 108 may be reset
during operation.
In some examples, user 110 may be considered a real object in real environment
100; similarly,
user 110's body parts (e.g., hands, feet) may be considered real objects in
real environment 100.
In some examples, a user/listener/head coordinate system 114 (comprising an x-
axis 114X, a y-
axis 114Y, and a z-axis 114Z) with its origin at point 115 (e.g.,
user/listener/head coordinate) can
define a coordinate space for the user/listener/head on which the mixed
reality system 112 is
located. The origin point 115 of the user/listener/head coordinate system 114
may be defined
relative to one or more components of the mixed reality system 112. For
example, the origin
point 115 of the user/listener/head coordinate system 114 may be defined
relative to the display
of the mixed reality system 112 such as during initial calibration of the
mixed reality system 112.
A matrix (which may include a translation matrix and a Quaternion matrix or
other rotation
matrix), or other suitable representation can characterize a transformation
between the
user/listener/head coordinate system 114 space and the environment/world
coordinate system
108 space. In some embodiments, a left ear coordinate 116 and a right ear
coordinate 117 may
be defined relative to the origin point 115 of the user/listener/head
coordinate system 114. A
matrix (which may include a translation matrix and a Quaternion matrix or
other rotation
matrix), or other suitable representation can characterize a transformation
between the left ear

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coordinate 116 and the right ear coordinate 117, and user/listener/head
coordinate system 114
space. The user/listener/head coordinate system 114 can simplify the
representation of locations
relative to the user's head, or to a wearable head device, for example,
relative to the
environment/world coordinate system 108. Using Simultaneous Localization and
Mapping
(SLAM), visual odometry, or other techniques, a transformation between user
coordinate system
114 and environment coordinate system 108 can be determined and updated in
real-time.
[0029] FIG. 1B illustrates an example virtual environment 130 that corresponds
to real
environment 100. The virtual environment 130 shown comprises a virtual
rectangular room
104B corresponding to real rectangular room 104A; a virtual object 122B
corresponding to real
object 122A; a virtual object 124B corresponding to real object 124A; and a
virtual object 126B
corresponding to real object 126A. Metadata associated with the virtual
objects 122B, 124B,
126B can include information derived from the corresponding real objects 122A,
124A, 126A.
Virtual environment 130 additionally comprises a virtual monster 132, which
does not
correspond to any real object in real environment 100. Real object 128A in
real environment
100 does not correspond to any virtual object in virtual environment 130. A
persistent
coordinate system 133 (comprising an x-axis 133X, a y-axis 133Y, and a z-axis
133Z) with its
origin at point 134 (persistent coordinate), can define a coordinate space for
virtual content. The
origin point 134 of the persistent coordinate system 133 may be defined
relative/with respect to
one or more real objects, such as the real object 126A. A matrix (which may
include a
translation matrix and a Quaternion matrix or other rotation matrix), or other
suitable
representation can characterize a transformation between the persistent
coordinate system 133
space and the environment/world coordinate system 108 space. In some
embodiments, each of
the virtual objects 122B, 124B, 126B, and 132 may have their own persistent
coordinate point
relative to the origin point 134 of the persistent coordinate system 133. In
some embodiments,
there may be multiple persistent coordinate systems and each of the virtual
objects 122B, 124B,
126B, and 132 may have their own persistent coordinate point relative to one
or more persistent
coordinate systems.
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[0030] With respect to FIGs. lA and 1B, environment/world coordinate system
108 defines a
shared coordinate space for both real environment 100 and virtual environment
130. In the
example shown, the coordinate space has its origin at point 106. Further, the
coordinate space is
defined by the same three orthogonal axes (108X, 108Y, 108Z). Accordingly, a
first location in
real environment 100, and a second, corresponding location in virtual
environment 130, can be
described with respect to the same coordinate space. This simplifies
identifying and displaying
corresponding locations in real and virtual environments, because the same
coordinates can be
used to identify both locations. However, in some examples, corresponding real
and virtual
environments need not use a shared coordinate space. For instance, in some
examples (not
shown), a matrix (which may include a translation matrix and a Quaternion
matrix or other
rotation matrix), or other suitable representation can characterize a
transformation between a real
environment coordinate space and a virtual environment coordinate space.
[0031] FIG. 1C illustrates an example MRE 150 that simultaneously presents
aspects of real
environment 100 and virtual environment 130 to user 110 via mixed reality
system 112. In the
example shown, MRE 150 simultaneously presents user 110 with real objects
122A, 124A,
126A, and 128A from real environment 100 (e.g., via a transmissive portion of
a display of
mixed reality system 112); and virtual objects 122B, 124B, 126B, and 132 from
virtual
environment 130 (e.g., via an active display portion of the display of mixed
reality system 112).
As above, origin point 106 acts as an origin for a coordinate space
corresponding to MRE 150,
and coordinate system 108 defines an x-axis, y-axis, and z-axis for the
coordinate space.
[0032] In the example shown, mixed reality objects comprise corresponding
pairs of real
objects and virtual objects (i.e., 122A/122B, 124A/124B, 126A/126B) that
occupy corresponding
locations in coordinate space 108. In some examples, both the real objects and
the virtual objects
may be simultaneously visible to user 110. This may be desirable in, for
example, instances
where the virtual object presents information designed to augment a view of
the corresponding
real object (such as in a museum application where a virtual object presents
the missing pieces of
an ancient damaged sculpture). In some examples, the virtual objects (122B,
124B, and/or
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126B) may be displayed (e.g., via active pixelated occlusion using a pixelated
occlusion shutter)
so as to occlude the corresponding real objects (122A, 124A, and/or 126A).
This may be
desirable in, for example, instances where the virtual object acts as a visual
replacement for the
corresponding real object (such as in an interactive storytelling application
where an inanimate
real object becomes a "living" character).
[0033] In some examples, real objects (e.g., 122A, 124A, 126A) may be
associated with
virtual content or helper data that may not necessarily constitute virtual
objects. Virtual content
or helper data can facilitate processing or handling of virtual objects in the
mixed reality
environment. For example, such virtual content could include two-dimensional
representations
of corresponding real objects; custom asset types associated with
corresponding real objects; or
statistical data associated with corresponding real objects. This information
can enable or
facilitate calculations involving a real object without incurring unnecessary
computational
overhead.
[0034] In some examples, the presentation described above may also incorporate
audio
aspects. For instance, in MRE 150, virtual monster 132 could be associated
with one or more
audio signals, such as a footstep sound effect that is generated as the
monster walks around MRE
150. As described further below, a processor of mixed reality system 112 can
compute an audio
signal corresponding to a mixed and processed composite of all such sounds in
MRE 150, and
present the audio signal to user 110 via one or more speakers included in
mixed reality system
112 and/or one or more external speakers.
[0035] EXAMPLE MIXED REALITY SYSTEM
[0036] Example mixed reality system 112 can include a wearable head device
(e.g., a wearable
augmented reality or mixed reality head device) comprising a display (which
may comprise left
and right transmissive displays, which may be near-eye displays, and
associated components for
coupling light from the displays to the user's eyes); left and right speakers
(e.g., positioned
adjacent to the user's left and right ears, respectively); an inertial
measurement unit (IMU)(e.g.,
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mounted to a temple arm of the head device); an orthogonal coil
electromagnetic receiver (e.g.,
mounted to the left temple piece); left and right cameras (e.g., depth (time-
of-flight) cameras)
oriented away from the user; and left and right eye cameras oriented toward
the user (e.g., for
detecting the user's eye movements). However, a mixed reality system 112 can
incorporate any
suitable display technology, and any suitable sensors (e.g., optical,
infrared, acoustic, LIDAR,
EOG, GPS, magnetic). In addition, mixed reality system 112 may incorporate
networking
features (e.g., Wi-Fi capability) to communicate with other devices and
systems, including other
mixed reality systems. Mixed reality system 112 may further include a battery
(which may be
mounted in an auxiliary unit, such as a belt pack designed to be worn around a
user's waist), a
processor, and a memory. The wearable head device of mixed reality system 112
may include
tracking components, such as an IMU or other suitable sensors, configured to
output a set of
coordinates of the wearable head device relative to the user's environment. In
some examples,
tracking components may provide input to a processor performing a Simultaneous
Localization
and Mapping (SLAM) and/or visual odometry algorithm. In some examples, mixed
reality
system 112 may also include a handheld controller 300, and/or an auxiliary
unit 320, which may
be a wearable beltpack, as described further below.
[0037] FIGs. 2A-2D illustrate components of an example mixed reality system
200 (which
may correspond to mixed reality system 112) that may be used to present a MRE
(which may
correspond to MRE 150), or other virtual environment, to a user. FIG. 2A
illustrates a
perspective view of a wearable head device 2102 included in example mixed
reality system 200.
FIG. 2B illustrates a top view of wearable head device 2102 worn on a user's
head 2202. FIG.
2C illustrates a front view of wearable head device 2102. FIG. 2D illustrates
an edge view of
example eyepiece 2110 of wearable head device 2102. As shown in FIGs. 2A-2C,
the example
wearable head device 2102 includes an example left eyepiece (e.g., a left
transparent waveguide
set eyepiece) 2108 and an example right eyepiece (e.g., a right transparent
waveguide set
eyepiece) 2110. Each eyepiece 2108 and 2110 can include transmissive elements
through which
a real environment can be visible, as well as display elements for presenting
a display (e.g., via
imagewise modulated light) overlapping the real environment. In some examples,
such display
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elements can include surface diffractive optical elements for controlling the
flow of imagewise
modulated light. For instance, the left eyepiece 2108 can include a left
incoupling grating set
2112, a left orthogonal pupil expansion (OPE) grating set 2120, and a left
exit (output) pupil
expansion (EPE) grating set 2122. Similarly, the right eyepiece 2110 can
include a right
incoupling grating set 2118, a right OPE grating set 2114 and a right EPE
grating set 2116.
Imagewise modulated light can be transferred to a user's eye via the
incoupling gratings 2112
and 2118, OPEs 2114 and 2120, and EPE 2116 and 2122. Each incoupling grating
set 2112,
2118 can be configured to deflect light toward its corresponding OPE grating
set 2120, 2114.
Each OPE grating set 2120, 2114 can be designed to incrementally deflect light
down toward its
associated EPE 2122, 2116, thereby horizontally extending an exit pupil being
formed. Each
EPE 2122, 2116 can be configured to incrementally redirect at least a portion
of light received
from its corresponding OPE grating set 2120, 2114 outward to a user eyebox
position (not
shown) defined behind the eyepieces 2108, 2110, vertically extending the exit
pupil that is
formed at the eyebox. Alternatively, in lieu of the incoupling grating sets
2112 and 2118, OPE
grating sets 2114 and 2120, and EPE grating sets 2116 and 2122, the eyepieces
2108 and 2110
can include other arrangements of gratings and/or refractive and reflective
features for
controlling the coupling of imagewise modulated light to the user's eyes.
[0038] In some examples, wearable head device 2102 can include a left temple
arm 2130 and a
right temple arm 2132, where the left temple arm 2130 includes a left speaker
2134 and the right
temple arm 2132 includes a right speaker 2136. An orthogonal coil
electromagnetic receiver
2138 can be located in the left temple piece, or in another suitable location
in the wearable head
device 2102. An Inertial Measurement Unit (IMU) 2140 can be located in the
right temple arm
2132, or in another suitable location in the wearable head device 2102. The
wearable head
device 2102 can also include a left depth (e.g., time-of-flight) camera 2142
and a right depth
camera 2144. The depth cameras 2142, 2144 can be suitably oriented in
different directions so
as to together cover a wider field of view.

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[0039] In the example shown in FIGs. 2A-2D, a left source of imagewise
modulated light 2124
can be optically coupled into the left eyepiece 2108 through the left
incoupling grating set 2112,
and a right source of imagewise modulated light 2126 can be optically coupled
into the right
eyepiece 2110 through the right incoupling grating set 2118. Sources of
imagewise modulated
light 2124, 2126 can include, for example, optical fiber scanners; projectors
including electronic
light modulators such as Digital Light Processing (DLP) chips or Liquid
Crystal on Silicon
(LCoS) modulators; or emissive displays, such as micro Light Emitting Diode
(ILED) or micro
Organic Light Emitting Diode (110LED) panels coupled into the incoupling
grating sets 2112,
2118 using one or more lenses per side. The input coupling grating sets 2112,
2118 can deflect
light from the sources of imagewise modulated light 2124, 2126 to angles above
the critical
angle for Total Internal Reflection (T1R) for the eyepieces 2108, 2110. The
OPE grating sets
2114, 2120 incrementally deflect light propagating by TIR down toward the EPE
grating sets
2116, 2122. The EPE grating sets 2116, 2122 incrementally couple light toward
the user's face,
including the pupils of the user's eyes.
[0040] In some examples, as shown in FIG. 2D, each of the left eyepiece 2108
and the right
eyepiece 2110 includes a plurality of waveguides 2402. For example, each
eyepiece 2108, 2110
can include multiple individual waveguides, each dedicated to a respective
color channel (e.g.,
red, blue and green). In some examples, each eyepiece 2108, 2110 can include
multiple sets of
such waveguides, with each set configured to impart different wavefront
curvature to emitted
light. The wavefront curvature may be convex with respect to the user's eyes,
for example to
present a virtual object positioned a distance in front of the user (e.g., by
a distance
corresponding to the reciprocal of wavefront curvature). In some examples, EPE
grating sets
2116, 2122 can include curved grating grooves to effect convex wavefront
curvature by altering
the Poynting vector of exiting light across each EPE.
[0041] In some examples, to create a perception that displayed content is
three-dimensional,
stereoscopically-adjusted left and right eye imagery can be presented to the
user through the
imagewise light modulators 2124, 2126 and the eyepieces 2108, 2110. The
perceived realism of
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a presentation of a three-dimensional virtual object can be enhanced by
selecting waveguides
(and thus corresponding the wavefront curvatures) such that the virtual object
is displayed at a
distance approximating a distance indicated by the stereoscopic left and right
images. This
technique may also reduce motion sickness experienced by some users, which may
be caused by
differences between the depth perception cues provided by stereoscopic left
and right eye
imagery, and the autonomic accommodation (e.g., object distance-dependent
focus) of the
human eye.
[0042] FIG. 2D illustrates an edge-facing view from the top of the right
eyepiece 2110 of
example wearable head device 2102. As shown in FIG. 2D, the plurality of
waveguides 2402
can include a first subset of three waveguides 2404 and a second subset of
three waveguides
2406. The two subsets of waveguides 2404, 2406 can be differentiated by
different EPE gratings
featuring different grating line curvatures to impart different wavefront
curvatures to exiting
light. Within each of the subsets of waveguides 2404, 2406 each waveguide can
be used to
couple a different spectral channel (e.g., one of red, green and blue spectral
channels) to the
user's right eye 2206. (Although not shown in FIG. 2D, the structure of the
left eyepiece 2108 is
analogous to the structure of the right eyepiece 2110.)
[0043] FIG. 3A illustrates an example handheld controller component 300 of a
mixed reality
system 200. In some examples, handheld controller 300 includes a grip portion
346 and one or
more buttons 350 disposed along a top surface 348. In some examples, buttons
350 may be
configured for use as an optical tracking target, e.g., for tracking six-
degree-of-freedom (6D0F)
motion of the handheld controller 300, in conjunction with a camera or other
optical sensor
(which may be mounted in a head unit (e.g., wearable head device 2102) of
mixed reality system
200). In some examples, handheld controller 300 includes tracking components
(e.g., an IMU or
other suitable sensors) for detecting position or orientation, such as
position or orientation
relative to wearable head device 2102. In some examples, such tracking
components may be
positioned in a handle of handheld controller 300, and/or may be mechanically
coupled to the
handheld controller. Handheld controller 300 can be configured to provide one
or more output
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signals corresponding to one or more of a pressed state of the buttons; or a
position, orientation,
and/or motion of the handheld controller 300 (e.g., via an IMU). Such output
signals may be
used as input to a processor of mixed reality system 200. Such input may
correspond to a
position, orientation, and/or movement of the handheld controller (and, by
extension, to a
position, orientation, and/or movement of a hand of a user holding the
controller). Such input
may also correspond to a user pressing buttons 350.
[0044] FIG. 3B illustrates an example auxiliary unit 320 of a mixed reality
system 200. The
auxiliary unit 320 can include a battery to provide energy to operate the
system 200, and can
include a processor for executing programs to operate the system 200. As
shown, the example
auxiliary unit 320 includes a clip 2128, such as for attaching the auxiliary
unit 320 to a user's
belt. Other form factors are suitable for auxiliary unit 320 and will be
apparent, including form
factors that do not involve mounting the unit to a user's belt. In some
examples, auxiliary unit
320 is coupled to the wearable head device 2102 through a multiconduit cable
that can include,
for example, electrical wires and fiber optics. Wireless connections between
the auxiliary unit
320 and the wearable head device 2102 can also be used.
[0045] In some examples, mixed reality system 200 can include one or more
microphones to
detect sound and provide corresponding signals to the mixed reality system. In
some examples,
a microphone may be attached to, or integrated with, wearable head device
2102, and may be
configured to detect a user's voice. In some examples, a microphone may be
attached to, or
integrated with, handheld controller 300 and/or auxiliary unit 320. Such a
microphone may be
configured to detect environmental sounds, ambient noise, voices of a user or
a third party, or
other sounds.
[0046] FIG. 4 shows an example functional block diagram that may correspond to
an example
mixed reality system, such as mixed reality system 200 described above (which
may correspond
to mixed reality system 112 with respect to FIG. 1). As shown in FIG. 4,
example handheld
controller 400B (which may correspond to handheld controller 300 (a "totem"))
includes a
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totem-to-wearable head device six degree of freedom (6DOF) totem subsystem
404A and
example wearable head device 400A (which may correspond to wearable head
device 2102)
includes a totem-to-wearable head device 6DOF subsystem 404B. In the example,
the 6DOF
totem subsystem 404A and the 6DOF subsystem 404B cooperate to determine six
coordinates
(e.g., offsets in three translation directions and rotation along three axes)
of the handheld
controller 400B relative to the wearable head device 400A. The six degrees of
freedom may be
expressed relative to a coordinate system of the wearable head device 400A.
The three
translation offsets may be expressed as X, Y, and Z offsets in such a
coordinate system, as a
translation matrix, or as some other representation. The rotation degrees of
freedom may be
expressed as sequence of yaw, pitch and roll rotations, as a rotation matrix,
as a quaternion, or as
some other representation. In some examples, the wearable head device 400A;
one or more
depth cameras 444 (and/or one or more non-depth cameras) included in the
wearable head device
400A; and/or one or more optical targets (e.g., buttons 350 of handheld
controller 400B as
described above, or dedicated optical targets included in the handheld
controller 400B) can be
used for 6DOF tracking. In some examples, the handheld controller 400B can
include a camera,
as described above; and the wearable head device 400A can include an optical
target for optical
tracking in conjunction with the camera. In some examples, the wearable head
device 400A and
the handheld controller 400B each include a set of three orthogonally oriented
solenoids which
are used to wirelessly send and receive three distinguishable signals. By
measuring the relative
magnitude of the three distinguishable signals received in each of the coils
used for receiving, the
6DOF of the wearable head device 400A relative to the handheld controller 400B
may be
determined. Additionally, 6DOF totem subsystem 404A can include an Inertial
Measurement
Unit (IMU) that is useful to provide improved accuracy and/or more timely
information on rapid
movements of the handheld controller 400B.
[0047] In some examples, it may become necessary to transform coordinates from
a local
coordinate space (e.g., a coordinate space fixed relative to the wearable head
device 400A) to an
inertial coordinate space (e.g., a coordinate space fixed relative to the real
environment), for
example in order to compensate for the movement of the wearable head device
400A relative to
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the coordinate system 108. For instance, such transformations may be necessary
for a display of
the wearable head device 400A to present a virtual object at an expected
position and orientation
relative to the real environment (e.g., a virtual person sitting in a real
chair, facing forward,
regardless of the wearable head device's position and orientation), rather
than at a fixed position
and orientation on the display (e.g., at the same position in the right lower
corner of the display),
to preserve the illusion that the virtual object exists in the real
environment (and does not, for
example, appear positioned unnaturally in the real environment as the wearable
head device
400A shifts and rotates). In some examples, a compensatory transformation
between coordinate
spaces can be determined by processing imagery from the depth cameras 444
using a SLAM
and/or visual odometry procedure in order to determine the transformation of
the wearable head
device 400A relative to the coordinate system 108. In the example shown in
FIG. 4, the depth
cameras 444 are coupled to a SLAM/visual odometry block 406 and can provide
imagery to
block 406. The SLAM/visual odometry block 406 implementation can include a
processor
configured to process this imagery and determine a position and orientation of
the user's head,
which can then be used to identify a transformation between a head coordinate
space and another
coordinate space (e.g., an inertial coordinate space). Similarly, in some
examples, an additional
source of information on the user's head pose and location is obtained from an
IMU 409.
Information from the IMU 409 can be integrated with information from the
SLAM/visual
odometry block 406 to provide improved accuracy and/or more timely information
on rapid
adjustments of the user's head pose and position.
[0048] In some examples, the depth cameras 444 can supply 3D imagery to a hand
gesture
tracker 411, which may be implemented in a processor of the wearable head
device 400A. The
hand gesture tracker 411 can identify a user's hand gestures, for example by
matching 3D
imagery received from the depth cameras 444 to stored patterns representing
hand gestures.
Other suitable techniques of identifying a user's hand gestures will be
apparent.
[0049] In some examples, one or more processors 416 may be configured to
receive data from
the wearable head device's 6DOF wearable head device subsystem 404B, the IMU
409, the

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SLAM/visual odometry block 406, depth cameras 444, and/or the hand gesture
tracker 411. The
processor 416 can also send and receive control signals from the 6DOF totem
system 404A. The
processor 416 may be coupled to the 6DOF totem system 404A wirelessly, such as
in examples
where the handheld controller 400B is untethered. Processor 416 may further
communicate with
additional components, such as an audio-visual content memory 418, a Graphical
Processing
Unit (GPU) 420, and/or a Digital Signal Processor (DSP) audio spatializer 422.
The DSP audio
spatializer 422 may be coupled to a Head Related Transfer Function (HRTF)
memory 425. The
GPU 420 can include a left channel output coupled to the left source of
imagewise modulated
light 424 and a right channel output coupled to the right source of imagewise
modulated light
426. GPU 420 can output stereoscopic image data to the sources of imagewise
modulated light
424, 426, for example as described above with respect to FIGs. 2A-2D. The DSP
audio
spatializer 422 can output audio to a left speaker 412 and/or a right speaker
414. The DSP audio
spatializer 422 can receive input from processor 419 indicating a direction
vector from a user to a
virtual sound source (which may be moved by the user, e.g., via the handheld
controller 320).
Based on the direction vector, the DSP audio spatializer 422 can determine a
corresponding
HRTF (e.g., by accessing a HRTF, or by interpolating multiple HRTFs). The DSP
audio
spatializer 422 can then apply the determined HRTF to an audio signal, such as
an audio signal
corresponding to a virtual sound generated by a virtual object. This can
enhance the believability
and realism of the virtual sound, by incorporating the relative position and
orientation of the user
relative to the virtual sound in the mixed reality environment ¨ that is, by
presenting a virtual
sound that matches a user's expectations of what that virtual sound would
sound like if it were a
real sound in a real environment.
[0050] In some examples, such as shown in FIG. 4, one or more of processor
416, GPU 420,
DSP audio spatializer 422, HRTF memory 425, and audio/visual content memory
418 may be
included in an auxiliary unit 400C (which may correspond to auxiliary unit 320
described
above). The auxiliary unit 400C may include a battery 427 to power its
components and/or to
supply power to the wearable head device 400A or handheld controller 400B.
Including such
components in an auxiliary unit, which can be mounted to a user's waist, can
limit the size and
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weight of the wearable head device 400A, which can in turn reduce fatigue of a
user's head and
neck.
[0051] While FIG. 4 presents elements corresponding to various components of
an example
mixed reality system, various other suitable arrangements of these components
will become
apparent to those skilled in the art. For example, elements presented in FIG.
4 as being
associated with auxiliary unit 400C could instead be associated with the
wearable head device
400A or handheld controller 400B. Furthermore, some mixed reality systems may
forgo entirely
a handheld controller 400B or auxiliary unit 400C. Such changes and
modifications are to be
understood as being included within the scope of the disclosed examples.
[0052] VIRTUAL SOUND SOURCES
[0053] As described above, a MRE (such as experienced via a mixed reality
system, e.g.,
mixed reality system 200 described above) can present, to a user, audio
signals that may
correspond to a "listener" coordinate, such that the audio signals represent
what a user might
hear at that listener coordinate. Some audio signals may correspond to a
position and/or
orientation of a sound source in the MRE; that is, the signals may be
presented such that they
appear to originate from the position of the sound source in the MRE, and
propagate in the
direction of the orientation of the sound source in the MRE. In some cases,
such audio signals
may be considered virtual in that they correspond to virtual content in a
virtual environment, and
do not necessarily correspond to real sounds in the real environment. The
sound associated with
virtual content may be synthesized or produced by processing stored sound
samples. Virtual
audio signals can be presented to a user as real audio signals detectable by
the human ear, for
example as generated via speakers 2134 and 2136 of wearable head device 2102
in FIGs. 2A-2D.
[0054] A sound source may correspond to a real object and/or a virtual object.
For example, a
virtual object (e.g., virtual monster 132 of FIG. 1C) can emit an audio signal
in a MRE, which is
represented in the MRE as a virtual audio signal, and presented to the user as
a real audio signal.
For instance, virtual monster 132 of FIG. 1C can emit a virtual sound
corresponding to the
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monster's speech (e.g., dialogue) or sound effects. Similarly, a real object
(e.g., real object 122A
of FIG. 1C) can emit a virtual sound in a MRE, which is represented in the MRE
as a virtual
audio signal, and presented to the user as a real audio signal. For instance,
real lamp 122A can
emit a virtual sound corresponding to the sound effect of the lamp being
switched on or off ¨
even if the lamp is not being switched on or off in the real environment. (The
luminance of the
lamp can be virtually produced using the eyepieces 2108, 2110 and the sources
of imagewise
modulated light 2124, 2126.) The virtual sound can correspond to a position
and orientation of
the sound source (whether real or virtual). For instance, if the virtual sound
is presented to the
user as a real audio signal (e.g., via speakers 2134 and 2136), the user may
perceive the virtual
sound as originating from the position of the sound source, and traveling in
the direction of an
orientation of the sound source. (Sound sources may be referred to herein as
"virtual sound
sources," even though the sound source may itself correspond to a real object,
such as described
above.)
[0055] In some virtual or mixed reality environments, when users are presented
with audio
signals, such as described above, they may experience difficulty quickly and
accurately
identifying the source of the audio signal in the virtual environment ¨ even
though identifying
audio sources in the real environment is an intuitive natural ability. It is
desirable to improve the
ability of the user to perceive a position or orientation of the sound source
in the MRE, such that
the user's experience in a virtual or mixed reality environment more closely
resembles the user's
experience in the real world.
[0056] Similarly, some virtual or mixed reality environments suffer from a
perception that the
environments do not feel real or authentic. One reason for this perception is
that audio and
visual cues do not always match each other in virtual environments. For
example, if a user is
positioned behind a large brick wall in a MRE, the user may expect sounds
coming from behind
the brick wall to be quieter and more muffled than sounds originating right
next to the user. This
expectation is based on our own auditory experiences in the real world, where
sounds become
quiet and muffled when they are obstructed by large, dense objects. When the
user is presented
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with an audio signal that purportedly originates from behind the brick wall,
but that is presented
unmuffled and at full volume, the illusion that the user is behind a brick
wall ¨ or that the sound
originates from behind it ¨ is compromised. The entire virtual experience may
feel fake and
inauthentic, in part because it does not comport with our own expectations
based on real world
interactions. Further, in some cases, the "uncanny valley" problem arises, in
which even subtle
differences between virtual experiences and real experiences can cause
feelings of discomfort. It
is desirable to improve the user's experience by presenting, in a MRE, audio
signals that appear
to realistically interact ¨ even in subtle ways ¨ with objects in the user's
environment. The
more consistent that such audio signals are with our own expectations, based
on real world
experience, the more immersive and engaging the user's MRE experience will be.
[0057] One way the human brain detects the position and orientation of sound
sources is by
interpreting differences between sounds received by the left and right ears.
For example, if an
audio signal in a real environment reaches the user's left ear before it
reaches the right ear ¨
which the human auditory system may determine by, for example, identifying a
time delay or
phase shift between the left ear signal and the right ear signal ¨ the brain
may recognize that the
source of the audio signal is to the left of the user. Similarly, because the
effective power of
audio signals generally decreases with distance, and can be obstructed by the
user's own head, if
an audio signal appears louder to the left ear than to the right ear, the
brain may recognize that
the source is to the left of the user. Similarly, our brains recognize that
differences in frequency
characteristics between a left ear signal and a right ear signal can indicate
a position of the
source, or a direction in which an audio signal travels.
[0058] The above techniques, which the human brain performs subconsciously,
operate by
processing stereo audio signals ¨ specifically, by analyzing differences
(e.g., in amplitude,
phase, frequency characteristics), if any, between the respective audio
signals generated by a
single sound source, and received at the left ear and the right ear. As
humans, we naturally rely
on these stereo auditory techniques to quickly and accurately identify where
the sounds in our
real environment come from, and in what direction they are traveling. We also
rely on such
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stereo techniques to better understand the world around us ¨ for example,
whether the sound
source is on the other side of a nearby wall, and if so, how thick that wall
is, and what material it
is made of.
[0059] It may be desirable for MREs to exploit the same natural stereo
techniques that our
brains use in the real world, to convincingly place virtual sound sources in a
MRE in such a way
that a user can quickly locate them. Likewise, it may be desirable to use
these same techniques
to enhance the feeling that such virtual sound sources coexist with real and
virtual content in the
MRE ¨ for example, by presenting stereo audio signals, corresponding to those
sound sources,
that behave as stereo audio signals do in the real world. By presenting a user
of a MRE with an
audio experience that evokes the audio experiences of our everyday lives, a
MRE can enhance
the user's feeling of immersion and connectedness when engaging with the MRE.
[0060] FIGs. 5A and 5B depict a perspective view and a top view, respectively,
of an example
mixed reality environment 500 (which may correspond to mixed reality
environment 150 of FIG.
1C). In MRE 500, user 501 has a left ear 502 and a right ear 504. In the
example shown, user
501 is wearing a wearable head device 510 (which may correspond to wearable
head device
2102), including a left speaker 512 and a right speaker 514 (which may
correspond to speakers
2134 and 2136, respectively). Left speaker 512 is configured to present audio
signals to left ear
502, and right speaker 514 is configured to present audio signals to right ear
504.
[0061] Example MRE 500 includes a virtual sound source 520, which may have a
position and
orientation in a coordinate system of MRE 500. In some examples, virtual sound
source 520
may be a virtual object (e.g., virtual object 122A in FIG. 1C) and may be
associated with a real
object (e.g., real object 122B in FIG. 1C). Accordingly, virtual sound source
520 may have any
or all of the characteristics described above with respect to virtual objects.
[0062] In some examples, virtual sound source 520 may be associated with one
or more
physical parameters, such as a size, a shape, a mass, or a material. In some
examples, the
orientation of virtual sound source 520 may correspond to one or more such
physical parameters;

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for instance, in examples where virtual sound source 520 corresponds to a
speaker with a speaker
cone, the orientation of the virtual sound source 520 may correspond to the
axis of the speaker
cone. In examples in which virtual sound source 520 is associated with a real
object, the
physical parameters associated with virtual sound source 520 may be derived
from one or more
physical parameters of the real object. For instance, if the real object is a
speaker with a twelve-
inch speaker cone, the virtual sound source 520 could have physical parameters
corresponding to
a twelve-inch speaker cone (e.g., as virtual object 122B may derive physical
parameters or
dimensions from corresponding real object 122A of MRE 150).
[0063] In some examples, virtual sound source 520 may be associated with one
or more virtual
parameters, which may affect audio signals or other signals or properties
associated with the
virtual sound source. Virtual parameters can include spatial properties in a
coordinate space of a
MRE (e.g., position, orientation, shape, dimensions); visual properties (e.g.,
color, transparency,
reflectivity); physical properties (e.g., density; elasticity; tensile
strength; temperature;
smoothness; wetness; resonance; electrical conductivity); or other suitable
properties of an
object. A mixed reality system can determine such parameters, and accordingly
generate virtual
objects having those parameters. These virtual objects can be rendered to the
user (e.g., by
wearable head device 510) according to these parameters.
[0064] In one example of MRE 500, a virtual audio signal 530 is emitted by
virtual sound
source 520 at the position of the virtual sound source, and propagates outward
from the virtual
sound source. In certain instances a anisotropic directivity pattern (e.g.,
exhibiting frequency-
dependent anisotropy) can be associated with the virtual sound source, and the
virtual audio
signal emitted in a certain direction (e.g., a direction toward the user 501)
can be determined
based on the directivity pattern. Virtual audio signals are not directly
perceptible by a user of the
MRE, but can be converted to real audio signals by one or more speakers (e.g.,
speakers 512 or
514), which produce real audio signals that can be heard by the user. For
example, a virtual
audio signal may be a computational representation, for instance by a
processor and/or memory
associated with a MRE, of digital audio data that could be converted to an
analog signal via a
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digital-audio converter; and then amplified and used to drive a speaker,
producing sound
perceptible by a listener. Such computational representation can comprise, for
example, a
coordinate in the MRE at which the virtual audio signal originates; a vector
in the MRE along
which the virtual audio signal propagates; a directivity, a time at which the
virtual audio signal
originates; a speed at which the virtual audio signal propagates; or other
suitable characteristics.
[0065] A MRE may also include a representation of one or more listener
coordinates, each of
which corresponds to a location in a coordinate system (a "listener") at which
a virtual audio
signal can be perceived. In some examples, a MRE may also include a
representation of one or
more listener vectors, representing an orientation of a listener (e.g., for
use in determining audio
signals that may be affected by the direction in which the listener faces). In
a MRE, a listener
coordinate can correspond to the actual location of a user's ear, which can be
determined using
SLAM, visual odometry, and/or with the aid of an IMU (e.g., IMU 409 described
above with
respect to FIG. 4). In some examples, a MRE can include left and right
listener coordinates,
corresponding to the locations of the user's left and right ears,
respectively, in a coordinate
system of the MRE. By determining a vector of a virtual audio signal from the
virtual sound
source to the listener coordinate, a real audio signal can be determined that
corresponds to how a
human listener with an ear at that coordinate would perceive the virtual audio
signal.
[0066] In some examples, a virtual audio signal comprises base sound data
(e.g., a computer
file representing an audio waveform) and one or more parameters that can be
applied to that base
sound data. Such parameters may correspond to attenuation of the base sound
(e.g., a volume
drop-off); filtering of the base sound (e.g., a low-pass filter); time delay
(e.g., phase shift) of the
base sound; reverberation parameters for applying artificial reverb and echo
effects; voltage-
controlled oscillator (VCO) parameters for applying time-based modulation
effects; pitch
modulation of the base sound (e.g., to simulate Doppler effects); or other
suitable parameters. In
some examples, these parameters can be functions of the relationship of the
listener coordinate to
the virtual audio source. For example, a parameter could define the
attenuation of the real audio
signal to be a decreasing function of distance from a listener coordinate to
the position of the
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virtual audio source ¨ that is, the gain of audio signal decreases as the
distance from the listener
to the virtual audio source increases. As another example, a parameter could
define a low-pass
filter applied to a virtual audio signal to be a function of the distance of
the listener coordinate
(and/or the angle of a listener vector) to the propagation vector of the
virtual audio signal; for
instance, a listener far away from the virtual audio signal may perceive less
high frequency
power in the signal than will a listener closer to the signal. As a further
example, a parameter
could define a time delay (e.g., phase shift) to be applied based on the
distance between the
listener coordinate and the virtual audio source. In some examples, processing
of the virtual
audio signal can be computed using DSP audio spatializer 422 of FIG. 4, which
can utilize a
HRTF to present an audio signal based on the position and orientation of the
user's head.
[0067] Virtual audio signal parameters can be affected by virtual or real
objects ¨ sound
occluders ¨ that the virtual audio signal passes through on its way to a
listener coordinate. (As
used herein, virtual or real objects include any suitable representation of
virtual or real objects in
a MRE.) For example, if a virtual audio signal intersects (e.g., is obstructed
by) a virtual wall in
a MRE, the MRE could apply an attenuation to the virtual audio signal
(resulting in the signal
appearing quieter to the listener). The MRE could also apply a low-pass filter
to the virtual
audio signal, resulting in the signal appearing more muffled as high-frequency
content is rolled
off. These effects are consistent with our expectations of hearing a sound
from behind a wall:
the properties of a wall in a real environment are such that sounds from the
other side of the wall
are quieter, and have less high-frequency content, as the wall obstructs sound
waves originating
on the opposite side of the wall from the listener. The application of such
parameters to the
audio signal can be based on properties of the virtual wall: for example, a
virtual wall that is
thicker, or corresponds to denser materials, may result in a greater degree of
attenuation or low-
pass filtering than a virtual wall that is thinner or that corresponds to less
dense materials. In
some cases, virtual objects may apply a phase shift, or additional effects, to
the virtual audio
signal. The effect that a virtual object has on a virtual audio signal can be
determined by a
physical modeling of the virtual object ¨ for example, if the virtual object
corresponds to a
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particular material (e.g., brick, aluminum, water), effects could be applied
based on the known
transmission characteristics of an audio signal in the presence of that
material in the real world.
[0068] In some examples, virtual objects with which an virtual audio signal
intersects may
correspond to real objects (e.g., such as real objects 122A, 124A, and 126A
correspond to virtual
objects 122B, 124B, and 126B in FIG. 1C). In some examples, such virtual
objects may not
correspond to real objects (e.g., such as virtual monster 132 in FIG. 1C). In
cases where virtual
objects correspond to real objects, the virtual objects may adopt parameters
(e.g., dimensions,
materials) that correspond to the properties of those real objects.
[0069] In some examples, a virtual audio signal may intersect with a real
object that does not
have a corresponding virtual object. For examples, characteristics of a real
object (e.g., position,
orientation, dimensions, materials) can be determined by sensors (such as
attached to wearable
head device 510), which characteristics can be used to process the virtual
audio signal, such as
described above with respect to virtual object occluders.
[0070] STEREO EFFECTS
[0071] As noted above, by determining a vector of a virtual audio signal from
the virtual
sound source to the listener coordinate, a real audio signal can be determined
that corresponds to
how a human listener with an ear at that listener coordinate would perceive
the virtual audio
signal. In some examples, left and right stereo listener coordinates
(corresponding to the left and
right ears) can be used instead of just a single listener coordinate, allowing
the effects of real
objects on audio signals ¨ for example, attenuation or filtering based on the
interaction of an
audio signal with a real object ¨ to be determined separately for each ear.
This can enhance the
realism of a virtual environment by mimicking real-world stereo audio
experiences, where
receiving different audio signals in each ear can help us to understand the
sounds in our
surroundings. Such effects, where the left and right ears experience
differently affected audio
signals, can be especially pronounced where real objects are in close
proximity to the user. For
example, if the user 501 is peeking around a corner of a real object at a
meowing virtual cat, the
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cat's meowing sounds can be determined and presented differently for each ear.
That is, the
sound for an ear positioned behind the real object can reflect that the real
object, which sits
between the cat and the ear, may attenuate and filter the cat's sound as heard
by that ear; while
the sound for another ear positioned beyond the real object can reflect that
the real object
performs no such attenuation or filtering. Such sounds can be presented via
the users 512, 514 of
the wearable head device 510.
[0072] Desirable stereo auditory effects, such as described above, can be
simulated by
determining two such vectors ¨ one for each ear ¨ and identifying a unique
virtual audio signal
for each ear. Each of these two unique virtual audio signals can then be
converted into a real
audio signal, and presented to the respective ear via a speaker associated
with that ear. The
user's brain will process those real audio signals the same way it would
process ordinary stereo
audio signals in the real world, as described above.
[0073] This is illustrated by example MRE 500 in FIGs. 5A and 5B. MRE 500
includes a wall
540 which sits between virtual sound source 520 and user 501. In some
examples, wall 540 may
be a real object, not unlike real object 126A of FIG. 1C. In some examples,
wall 540 may be a
virtual object, such as virtual object 122B of FIG. 1C; further, in some such
examples, that
virtual object may correspond to a real object, such as real object 122A of
FIG. 1C.
[0074] In examples in which wall 540 is a real object, wall 540 may be
detected, for example,
using depth cameras, or other sensors of wearable head device 510. This can
identify one or
more characteristics of the real object, such as its position, orientation,
visual properties, or
material properties. These characteristics can be associated with wall 540 and
included in
maintaining an updating MRE 500, such as described above. These
characteristics can then be
used to process virtual audio signals according to how those virtual audio
signals would be
affected by wall 540, as described below. In some examples, virtual content
such as helper data
may be associated with the real object, in order to facilitate processing
virtual audio signals
affected by the real object. For example, helper data could include geometric
primitives that

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resemble the real object; two-dimensional image data associated with the real
object; or custom
asset types that identify one or more properties associated with the real
object.
[0075] In some examples in which wall 540 is a virtual object, the virtual
object may be
computed to correspond with a real object, which may be detected as described
above. For
example, with respect to FIG. 1C, real object 122A may be detected by wearable
head device
510, and virtual object 122B may be generated to correspond with one or more
characteristics of
real object 122A, as described above. Additionally, one or more
characteristics may be
associated with the virtual object that are not derived from its corresponding
real object. An
advantage of identifying a virtual object associated with a corresponding real
object is that the
virtual object can be used to simplify calculations associated with wall 540.
For example, the
virtual object could be geometrically simpler than the corresponding real
object. However, in
some examples in which wall 540 is a virtual object, there may be no
corresponding real object,
and wall 540 may be determined by software (e.g., a software script that
specifies the existence
of wall 540 at a particular position and orientation). Characteristics
associated with the wall 540
can be included in maintaining and updating MRE 500, such as described above.
These
characteristics can then be used to process virtual audio signals according to
how those virtual
audio signals would be affected by wall 540, as described below.
[0076] Wall 540, whether real or virtual, may be considered a sound occluder,
as described
above. As seen in the top view shown in FIG. 5B, two vectors, 532 and 534, can
represent the
respective paths of virtual audio signal 530 from virtual sound source 520 to
the user's left ear
502 and right ear 504 in MRE 500. Vectors 532 and 534 can correspond to unique
left and right
audio signals to be presented to the left and right ears, respectively. As
shown in the example,
vector 534 (corresponding to right ear 504) intersects wall 540, while vector
532 (corresponding
to left ear 502) may not. Accordingly, wall 540 may impart different
characteristics to the right
audio signal than to the left audio signal. For instance, the right audio
signal may have
attenuation and low-pass filtering applied, corresponding to wall 540, while
the left audio signal
does not. In some examples, the left audio signal may be phase-shifted or time-
shifted relative to
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the right audio signal, corresponding to a greater distance from left ear 502
to virtual sound
source 520 than from right ear 504 to virtual sound source 520 (which would
result in an audio
signal from that sound source arriving slightly later at left ear 502 than at
right ear 504). The
user's auditory system can interpret this phase shift or time shift, as it
does in the real world, to
help identify that virtual sound source 520 is to one side (e.g., the right
side) of the user in MRE
500.
[0077] The relative importance of these stereo differences may depend on the
differences in
the frequency spectrum of the signal in question. For example, phase shift may
be more useful
to locate high-frequency signals than to locate low-frequency audio signals
(i.e., signals with a
wavelength on the order of the width of a listener's head). With such low-
frequency signals,
time of arrival differences between the left ear and the right ear may be more
useful to locate the
source of these signals.
[0078] In some examples, not shown in FIGs. 5A-5B, an object (whether real or
virtual) such
as wall 540 need not sit between user 501 and virtual sound source 520. In
such examples, such
as where wall 540 sits behind the user, the wall may impart different
characteristics to left and
right audio signals via reflections of virtual audio signal 530 against wall
540 and toward left and
right ears 502 and 504.
[0079] An advantage of MRE 500 over some environments, such as a video game
presented by
a conventional display monitor and room speakers, is that the actual locations
of the user's ears
in MRE 500 can be determined. As described above with respect to FIG. 4,
wearable head device
510 can be configured to identify a location of user 501, e.g., through SLAM,
visual odometry
techniques, and/or the use of sensors and measurement hardware such as an IMU.
In some
examples, wearable head device 510 may be configured to directly detect the
respective locations
of the user's ears (e.g., via sensors associated with ears 502 and 504,
speakers 512 and 514, or
temple arms (such as temple arms 2130 and 2132 shown in FIGs. 2A-2D)). In some
examples,
wearable head device 510 may be configured to detect a position of the user's
head, and to
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approximate the respective locations of the user's ears based on that position
(e.g., by estimating
or detecting the width of the user's head, and identifying the locations of
the ears as being
located along the circumference of the head and separated by the width of the
head). By
identifying the locations of the user's ears, audio signals can be presented
to the ears that
correspond to those particular locations. Compared to technologies that
determine audio signals
based on an audio receiver coordinate that may or may not correspond to the
user's actual ear
(e.g., the origin coordinate of a virtual camera in a virtual 3D environment),
determining a
location of an ear, and presenting an audio signal based on that location, can
enhance a user's
feelings of immersion in, and connectedness to, the MRE.
[0080] By being presented with unique and separately determined left and right
audio signals
via speakers 512 and 514, respectively, which correspond to left and right
listener positions (e.g.,
the locations of the user's ears 502 and 504 in MRE 500), user 501 is able to
identify a position
and/or orientation of virtual sound source 520. This is because the user's
auditory system
naturally attributes the differences (e.g., in gain, frequency, and phase)
between the left and right
audio signals to the position and orientation of virtual sound source 520,
along with the presence
of sound occluders, such as wall 540. Accordingly, these stereo audio cues
improve user 501's
awareness of virtual sound source 520 and wall 540 in MRE 500. This in turn
can enhance user
501's feeling of engagement with MRE 500. For instance, if virtual sound
source 520
corresponds to an object of importance in MRE 500 ¨ for example, a virtual
character speaking
to user 501 ¨ user 501 can use the stereo audio signals to quickly identify
the location of that
object. This in turn can reduce the cognitive burden on user 501 to identify
the object's location,
and can also reduce the computational burden on MRE 501 ¨ for example, a
processor and/or
memory (e.g., processor 416 and/or memory 418 of FIG. 4) may no longer need to
present user
501 with high fidelity visual cues (e.g., via high-resolution assets such as
3D models and
textures, and lighting effects) to identify the object's location, because the
audio cues are
shouldering more of the work.
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[0081] Asymmetric occlusion effects such as described above may be especially
pronounced
in situations where real or virtual objects, such as wall 540, are physically
close to the user's
face; or where real or virtual objects occlude one ear, but not the other
(such as when the center
of a user's face is aligned with the edge of wall 540, as seen in FIG. 5B).
These situations can be
exploited for effect. For example, in MRE 500, user 501 can hide behind an
edge of wall 540,
peeking around the corner to locate a virtual object (e.g., corresponding to
virtual sound source
520) based on the stereo audio effects imparted on that object's sound
emissions (e.g., virtual
audio signal 530) by the wall. This can allow, for example, for tactical
gameplay in gaming
environments based on MRE 500; for architectural design applications in which
user 501 checks
for proper acoustics in different regions of a virtual room; or for
educational or creative benefit
as user 501 explores the interaction of various audio sources (e.g., virtual
birds singing) with his
or her environment.
[0082] In some examples, each of the left and right audio signals may not be
determined
independently, but may be based on the other, or on a common audio source. For
example,
where a single audio source generates both a left audio signal and a right
audio signal, the left
and right audio signals may be viewed as not entirely independent, but related
to each other
sonically via the single audio source.
[0083] FIG. 6 shows an example process 600 for presenting left and right audio
signals to a
user of a MRE, such as user 501 of MRE 500. Example process 600 may be
implemented by a
processor (e.g., corresponding to processor 416 of FIG. 4) and/or a DSP module
(e.g.,
corresponding to DSP audio spatializer 422 of FIG. 4) of wearable head device
510.
[0084] At stage 605 of process 600, respective locations (e.g., listener
coordinates and/or
vectors) of a first ear (e.g., the user's left ear 502) and a second ear
(e.g., the user's right ear 504)
are determined. These locations can be determined using sensors of wearable
head device 510,
as described above. Such coordinates can be with respect to a user coordinate
system local to the
wearable head device (e.g., user coordinate system 114 described above with
respect to FIG.
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1A). In such a user coordinate system, the origin of such coordinate system
may approximately
correspond to a center of the user's head ¨ simplifying the representation of
the location of a
left virtual listener and a right virtual listener. Using SLAM, visual
odometry, and/or the IMU
the displacement and rotation (e.g., in six degrees of freedom) of the user
coordinate system 114
relative to the environment coordinate system 108 can be updated in real time.
[0085] At stage 610, a first virtual sound source, which may correspond to
virtual sound source
520, can be defined. In some examples, the virtual sound source may correspond
to a virtual or
real object, which may be identified and located via depth cameras or sensors
of wearable head
device 510. In some examples, a virtual object may correspond to a real
object, such as
described above. For example, a virtual object may have one or more
characteristics (e.g.,
position, orientation, materials, visual properties, acoustic properties) of a
corresponding real
object. A location of the virtual sound source can be established in the
coordinate system 108
(FIGs. 1A-1C)
[0086] At stage 620A, a first virtual audio signal, which may correspond to
virtual audio signal
530 propagating along vector 532, and intersecting the first virtual listener
(e.g., a first
approximate ear position), can be identified. For example, upon a
determination that a sound
signal is generated at a first time t by the first virtual sound source, a
vector from the first sound
source to the first virtual listener can be computed. The first virtual audio
signal can be
associated with base audio data (e.g., a waveform file), and optionally one or
more parameters to
modify the base audio data, as described above. Similarly, at stage 620B, a
second virtual audio
signal, which may correspond to virtual audio signal 530 propagating along
vector 534, and
intersecting the second virtual listener (e.g., a second approximate ear
position), can be
identified.
[0087] At stage 630A, real or virtual objects intersected by the first virtual
audio signal (one of
which may, for example, correspond to wall 540) are identified. For example, a
trace can be
calculated along the vector from the first sound source to the first virtual
listener in MRE 500,

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and real or virtual objects intersecting the trace can be identified (along
with, in some examples,
parameters of the intersection, such as a position and vector at which a real
or virtual object is
intersected). In some cases, there may be no such real or virtual objects.
Similarly, at stage
630B, real or virtual objects intersected by the second virtual audio signal
are identified. Again,
in some cases, there may be no such real or virtual objects.
[0088] In some examples, real objects identified at stage 630A or stage 630B
can be identified
using depth cameras or other sensors associated with wearable head device 510.
In some
examples, virtual objects identified at stage 630A or stage 630B may
correspond to real objects,
such as described with respect to FIG. 1C and real objects 122A, 124A, and
126A, and
corresponding virtual objects 122B, 124B, and 126B. In such examples, such
real objects can be
identified using depth cameras or other sensors associated with wearable head
device 510, and
virtual objects can be generated to correspond with those real objects, such
as described above.
[0089] At stage 640A, each real or virtual object identified at stage 630A is
processed to
identify, at stage 650A, any signal modification parameters associated with
that real or virtual
object. For instance, as described above, such signal modification parameters
could include
functions for determining attenuation, filtering, phase shift, time-based
effects (e.g., delay,
reverb, modulation), and/or other effects to be applied to the first virtual
audio signal. As
described above, these parameters can be dependent on other parameters
associated with the real
or virtual object, such as a size, shape, or material of that real or virtual
object. At stage 660A,
those signal modification parameters are applied to the first virtual audio
signal. For instance, if
a signal modification parameter specifies that the first virtual audio signal
should be attenuated
by a factor that increases linearly with the distance between a listener
coordinate and an audio
source, that factor can be computed at stage 660A (i.e., by calculating the
distance, in MRE 500,
between the first ear and the first virtual sound source); and applied to the
first virtual audio
signal (i.e., by multiplying the amplitude of the signal by the resultant gain
factor). In some
examples, signal modification parameters can be determined or applied using
DSP audio
spatializer 422 of FIG. 4, which can utilize a HRTF to modify an audio signal
based on the
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position and orientation of the user's head, such as described above. Once all
real or virtual
objects identified at stage 630A have been applied at stage 660A, the
processed first virtual audio
signal (e.g., representing the signal modification parameters of all of the
identified real or virtual
objects) is output by stage 640A. Similarly, at stage 640B, each real or
virtual object identified
at stage 630B is processed to identify signal modification parameters (stage
650B), and to apply
those signal modification parameters to the second virtual audio signal (stage
660B). Once all
real or virtual objects identified at stage 630B have been applied at stage
660B, the processed
first virtual audio signal (e.g., representing the signal modification
parameters of all of the
identified real or virtual objects) is output by stage 640B.
[0090] At stage 670A, the processed first virtual audio signal output from
stage 640A can be
used to determine a first audio signal (e.g., a left channel audio signal)
that can be presented to
the first ear. For example, at stage 670A, the first virtual audio signal can
be mixed with other
left-channel audio signals (e.g., other virtual audio signals, music, or
dialogue). In some
examples, such as in simple mixed reality environments with no other sounds,
stage 670A may
perform little or no processing to determine the first audio signal from the
processed first virtual
audio signal. Stage 670A can incorporate any suitable stereo mixing technique.
Similarly, at
stage 680A, the processed second virtual audio signal output from stage 640B
can be used to
determine a second audio signal (e.g., a right channel audio signal) that can
be presented to the
second ear.
[0091] At stage 680A and stage 680B, the audio signals output by stage 670A
and 670B,
respectively, are presented to the first ear and the second ear, respectively.
For example, left and
right stereo signals can be converted to left and right analog signals (e.g.,
by DSP audio
spatializer 422 of FIG. 4) that are amplified and presented to left and right
speakers 512 and 514,
respectively. Where left and right speakers 512 and 514 are configured to
acoustically couple to
left and right ears 502 and 504, respectively, left and right ears 502 and 504
may be presented
with their respective left and right stereo signals in sufficient isolation
from the other stereo
signal, pronouncing the stereo effect.
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[0092] FIG. 7 shows a functional block diagram of an example augmented reality
processing
system 700 that could be used to implement one or more examples described
above. The
example system 700 can be implemented in a mixed reality system such as mixed
reality system
112 described above. FIG. 7 shows aspects of an audio architecture of the
system 700. In the
example shown, a game engine 702 generates virtual 3D content 704 and
simulates events
involving the virtual 3D content 704 (which events can include interactions of
the virtual 3D
content 704 with real objects). The virtual 3D content 704 can include, for
example, static
virtual objects; virtual objects with functionality, e.g., virtual musical
instruments; virtual
animals; and virtual people. In the example shown, the virtual 3D content 704
includes localized
virtual sound sources 706. The localized virtual sound sources 706 can include
sound sources
corresponding to, for example, the song of a virtual bird; sounds emitted by a
virtual instrument
that is played by a user, or by a virtual person; or a voice of a virtual
person.
[0093] The example augmented reality processing system 700 can integrate
virtual 3D content
704 into the real world with a high degree of realism. For example, audio
associated with a
localized virtual sound source may be located at a distance from a user, and
at a location where,
if the audio were a real audio signal, it would be partially obstructed by a
real object. However,
in example system 700, the audio can be output by left and right speakers 412,
414, 2134, 2136
(which may belong, for example, to wearable head device 400A of the mixed
reality system
112). That audio, which travels only a short distance from the speakers 2134,
2136 into the
user's ears, is not physically affected by the obstruction. However, the
system 700, as described
below, can alter the audio to take into account the effect of the obstruction.
[0094] In example system 700, a user coordinate determining subsystem 708 can
be suitably
physically housed in the wearable head device 200, 400A. The user coordinate
determining
subsystem 708 can maintain information about the position (e.g., X, Y, and Z
coordinates) and
orientation (e.g., roll, pitch, yaw; quaternion) of the wearable head device
relative to the real
world environment. Virtual content is defined in the environment coordinate
system 108 (FIGs.
1A-1C) which is generally fixed relative to the real world. However, in the
example, the same
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virtual content is output via the eyepieces 408, 410 and speakers 412, 414,
2134, 2136, which
typically are fixed to the wearable head device 200, 400A and move relative to
the real world as
the user's head moves. As the wearable head device 200, 400A is displaced or
rotated, the
spatialization of virtual audio may be adjusted, and the visual display of
virtual content should be
rerendered, to take into account the displacement and/or rotation. The user
coordinate
determining subsystem 708 can include an Inertial Measurement Unit (IMU) 710,
which can
include a set of three orthogonal accelerometers (not shown in FIG. 7) that
provide
measurements of acceleration (from which displacement can be determined by
integration); and
three orthogonal gyroscopes (not shown in FIG. 7) that provide measurements of
rotation (from
which orientation can be determined by integration). To adjust for drift
errors in displacements
and orientations obtained from the IMU 710, a Simultaneous Localization and
Mapping (SLAM)
and/or visual odometry block 406 can be included in the user coordinate
determining system
708. As shown in FIG. 4, the depth cameras 444 can be coupled to, and provide
imagery input
for, the SLAM and/or visual odometry block 406.
[0095] A spatially discriminating, real occluding object sensor subsystem 712
("occlusion
subsystem") is included in the example augmented reality processing system
700. The occlusion
subsystem 712 can include, for example, depth cameras 444; non-depth cameras
(not shown in
FIG. 7); Sound Navigation and Ranging (SONAR) sensors (not shown in FIG. 7);
and/or Light
Detection and Ranging (LIDAR) sensors (not shown in FIG. 7). The occlusion
subsystem 712
can have spatial resolution sufficient to discriminate between obstructions
that affect virtual
propagation paths corresponding to the left and right listener positions. For
example, if a user of
wearable head device 200, 400A is peeking around a real corner at a virtual
sound emitting
virtual object (e.g., a virtual game opponent where a wall forming the corner
is blocking a direct
line of sight to the user's left ear, but not the user's right ear), the
occlusion subsystem 712 can
sense the obstruction with sufficient resolution to determine that only the
direct path to the left
ear would be occluded. In some examples, the occlusion subsystem 712 may have
greater spatial
resolution and may be able to determine a size (or solid angle subtense) of,
and distance to,
occluding real objects.
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[0096] In the example shown in FIG. 7, the occlusion subsystem 712 is coupled
to a per-
channel (i.e., left and right audio channel) intersection and obstruction
extent calculator (herein,
"obstruction calculator") 714. In the example, the user coordinate determining
system 708 and
the game engine 702 are also coupled to the obstruction calculator 714. The
obstruction
calculator 714 can receive coordinates of virtual audio sources from the game
engine 702, user
coordinates from the user coordinate determining system 708, and information
indicative of the
coordinates (e.g., angular coordinates optionally including distance) of
obstructions from the
occlusion subsystem 712. By applying geometry, the obstruction calculator 714
can determine
whether there is an obstructed or unobstructed line of sight from each virtual
audio source to
each of the left and right listener positions. Although shown in FIG. 7 as a
separate block, the
obstruction calculator 714 can be integrated with the game engine 702. In some
examples,
occlusions may be initially sensed by the occlusion subsystem 712 in a user-
centric coordinate
system, based on information from the user coordinate determining system 708,
with the
coordinates of the occlusion transformed to the environment coordinate system
108 for the
purpose of analyzing the obstruction geometry. In some examples, the
coordinates of virtual
sound sources may be transformed to a user-centric coordinate system for the
purpose of
calculating obstruction geometry. In some examples in which the occlusion
subsystem 712
provides spatially resolved information about occluding objects, the
obstruction calculator 714
can determine a range of solid angles about the line of sight that is occluded
by obstructing
objects. An obstruction that has a larger solid angle extent can be taken into
account by applying
a larger attenuation and/or attenuation of a greater range of high frequency
components.
[0097] In some examples, the localized virtual sound sources 706 can include a
mono audio
signal or left and right spatialized audio signals. Such left and right
spatialized audio signals can
be determined by applying left and right Head Related Transfer Functions
(HRTFs) that may be
selected based on the coordinates of the localized virtual sound sources
relative to the user. In
example 700, the game engine 702 is coupled to and receives coordinates (e.g.,
position and
orientation) of the user from the user coordinate determining system 708. The
game engine 702
itself can determine the coordinates of the virtual sound sources (for
example, in response to user

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input) and, upon receiving the user coordinates, can determine the coordinates
of the sound
sources relative to the user by geometry.
[0098] In the example shown in FIG. 7, the obstruction calculator 714 is
coupled to a filter
activation and control 716. In some examples, the filter activation and
control 716 is coupled to
a left control input 718A of a left filter bypass switch 718 and is coupled to
a right control input
720A of a right filter bypass switch 720. In some examples, as in the case of
other components
of the example system 700, the bypass switches 718, 720 can be implemented in
software. In the
example shown, the left filter bypass switch 718 receives a left channel of
spatialized audio from
the game engine 702, and the right filter bypass switch 720 receives right
spatialized audio from
the game engine 704. In some examples in which the game engine 702 outputs a
mono audio
signal, both bypass switches 718, 720 can receive the same mono audio signal.
[0099] In the example shown in FIG. 7, a first output 718B of the left bypass
switch 718 is
coupled through a left obstruction filter 722 to a left digital-to-analog
converter ("left D/A") 724,
and second output 718C of the left bypass switch 718 is coupled to the left
D/A 724 (bypassing
the left obstruction filter 722). Similarly, in the example, a first output
720B of the right bypass
switch 720 is coupled through a right obstruction filter 726 to the right
digital-to-analog
converter ("right D/A") 728, and a second output 720C is coupled to the right
D/A 728
(bypassing the right obstruction filter 726).
[00100] In the example shown in FIG. 7, a set of filter configurations 730 can
be used (e.g., by
filter activation and control 716) to configure the left obstruction filter
722 and/or the right
obstruction filter based on the output of the per channel intersection and
obstruction extent
calculator 722. In some examples, instead of providing bypass switches 718,
720, a non-filtering
pass-through configuration of the obstruction filters 722, 726 can be used.
The obstruction
filters 722, 726 can be time domain or frequency domain filters. In examples
in which the filters
are time domain filters, each filter configuration can include a set of tap
coefficients; in examples
in which the filters are frequency domain filters, each filter configuration
can include a set of
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frequency band weights. In some examples, instead of a set number of
predetermined filter
configurations, the filter activation and control 716 can be configured (e.g.,
programmatically) to
define a filter that has a certain level of attenuation depending on a size of
an obstruction. The
filter activation and control 716 can select or define filter configurations
(e.g., configurations that
are more attenuating for larger obstructions), and/or can select or define
filters that attenuate
higher frequency bands (e.g., to a greater degree for larger obstructions in
order to simulate the
effect of real obstructions).
[00101] In the example shown in FIG. 7, the filter activation and control 716
is coupled to a
control input 722A of the left obstruction filter 722 and to a control input
726A of the right
obstruction filter 726. The filter activation and control 716 can separately
configure the left
obstruction filter 722 and the right obstruction filter 726 using selected
configurations from the
filter configurations 730, based on output from the per channel intersection
and obstruction
extent calculator 714.
[0100] In the example shown in FIG. 7, the left D/A 724 is coupled to an input
732A of a left
audio amplifier 732, and the right D/A 728 is coupled to an input 734A of a
right audio amplifier
734. In the example, an output 732B of the left audio amplifier 732 is coupled
to a left speaker
2134, 412 and an output 734B of the right audio amplifier 734 is coupled to a
right speaker 2136,
414.
[0101] It should be noted that the elements of the example functional block
diagram shown in
FIG. 7 can be arranged in any suitable order ¨ not necessarily the order
shown. Further, some
elements shown in the example in FIG. 7 (e.g., bypass switches 718, 720) can
be omitted as
appropriate. The disclosure is not limited to any particular order or
arrangement of the
functional components shown in the example.
[0102] Some examples of the disclosure are directed to a method of presenting
audio signals in
a mixed reality environment, the method comprising: identifying a first ear
listener position in
the mixed reality environment; identifying a second ear listener position in
the mixed reality
42

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environment; identifying a first virtual sound source in the mixed reality
environment;
identifying a first object in the mixed reality environment; determining a
first audio signal in the
mixed reality environment, wherein the first audio signal originates at the
first virtual sound
source and intersects the first ear listener position; determining a second
audio signal in the
mixed reality environment, wherein the second audio signal originates at the
first virtual sound
source, intersects the first object, and intersects the second ear listener
position; determining a
third audio signal based on the second audio signal and the first object;
presenting, via a first
speaker to a first ear of a user, the first audio signal; and presenting, via
a second speaker to a
second ear of the user, the third audio signal. Additionally or alternatively
to one or more of the
examples disclosed above, in some examples, determining the third audio signal
from the second
audio signal comprises applying a low-pass filter to the second audio signal,
the low-pass filter
having a parameter based on the first virtual object. Additionally or
alternatively to one or more
of the examples disclosed above, in some examples, determining the third audio
signal from the
second audio signal comprises applying an attenuation to the second audio
signal, the strength of
the attenuation based on the first object. Additionally or alternatively to
one or more of the
examples disclosed above, in some examples, identifying the first object
comprises identifying a
real object. Additionally or alternatively to one or more of the examples
disclosed above, in
some examples, identifying the real object comprises using a sensor to
determine a position of
the real object relative to the user in the mixed reality environment.
Additionally or alternatively
to one or more of the examples disclosed above, in some examples, the sensor
comprises a depth
camera. Additionally or alternatively to one or more of the examples disclosed
above, in some
examples, the method further comprises generating helper data corresponding to
the real object.
Additionally or alternatively to one or more of the examples disclosed above,
in some examples,
the method further comprises generating a virtual object corresponding to the
real object.
Additionally or alternatively to one or more of the examples disclosed above,
in some examples,
the method further comprises identifying a second virtual object, wherein the
first audio signal
intersects the second virtual object and a fourth audio signal is determined
based on the second
virtual object.
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[0103] Some examples of the disclosure are directed to a system comprising: a
wearable head
device comprising: a display for displaying a mixed reality environment to a
user, the display
comprising a transmissive eyepiece through which a real environment is
visible; a first speaker
configured to present audio signals to a first ear of the user; and a second
speaker configured to
present audio signals to a second ear of the user; and one or more processors
configured to
perform: identifying a first ear listener position in the mixed reality
environment; identifying a
second ear listener position in the mixed reality environment; identifying a
first virtual sound
source in the mixed reality environment; identifying a first object in the
mixed reality
environment; determining a first audio signal in the mixed reality
environment, wherein the first
audio signal originates at the first virtual sound source and intersects the
first ear listener
position; determining a second audio signal in the mixed reality environment,
wherein the second
audio signal originates at the first virtual sound source, intersects the
first object, and intersects
the second ear listener position; determining a third audio signal based on
the second audio
signal and the first object; presenting, via a first speaker to the first ear,
the first audio signal; and
presenting, via a second speaker to the second ear, the third audio signal.
Additionally or
alternatively to one or more of the examples disclosed above, in some
examples, determining the
third audio signal from the second audio signal comprises applying a low-pass
filter to the
second audio signal, the low-pass filter having a parameter based on the first
object.
Additionally or alternatively to one or more of the examples disclosed above,
in some examples,
determining the third audio signal from the second audio signal comprises
applying an
attenuation to the second audio signal, the strength of the attenuation based
on the first object.
Additionally or alternatively to one or more of the examples disclosed above,
in some examples,
identifying the first object comprises identifying a real object. Additionally
or alternatively to
one or more of the examples disclosed above, in some examples, the wearable
head device
further comprises a sensor, and identifying the real object comprises using
the sensor to
determine a position of the real object relative to the user in the mixed
reality environment.
Additionally or alternatively to one or more of the examples disclosed above,
in some examples,
the sensor comprises a depth camera. Additionally or alternatively to one or
more of the
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examples disclosed above, in some examples, the one or more processors are
further configured
to perform generating helper data corresponding to the real object.
Additionally or alternatively
to one or more of the examples disclosed above, in some examples, the one or
more processors
are further configured to perform generating a virtual object corresponding to
the real object.
Additionally or alternatively to one or more of the examples disclosed above,
in some examples,
the one or more processors are further configured to perform identifying a
second virtual object,
wherein the first audio signal intersects the second virtual object and a
fourth audio signal is
determined based on the second virtual object.
[0104] Although the disclosed examples have been fully described with
reference to the
accompanying drawings, it is to be noted that various changes and
modifications will become
apparent to those skilled in the art. For example, elements of one or more
implementations may
be combined, deleted, modified, or supplemented to form further
implementations. Such
changes and modifications are to be understood as being included within the
scope of the
disclosed examples as defined by the appended claims.

Representative Drawing
A single figure which represents the drawing illustrating the invention.
Administrative Status

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Administrative Status

Title Date
Forecasted Issue Date Unavailable
(86) PCT Filing Date 2019-02-15
(87) PCT Publication Date 2019-08-22
(85) National Entry 2020-07-31

Abandonment History

There is no abandonment history.

Maintenance Fee

Last Payment of $100.00 was received on 2022-12-14


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Payment History

Fee Type Anniversary Year Due Date Amount Paid Paid Date
Application Fee 2020-07-31 $400.00 2020-07-31
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Maintenance Fee - Application - New Act 4 2023-02-15 $100.00 2022-12-14
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
MAGIC LEAP, INC.
Past Owners on Record
None
Past Owners that do not appear in the "Owners on Record" listing will appear in other documentation within the application.
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Document
Description 
Date
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Abstract 2020-07-31 1 64
Claims 2020-07-31 4 115
Drawings 2020-07-31 12 293
Description 2020-07-31 45 2,346
Representative Drawing 2020-07-31 1 10
International Search Report 2020-07-31 1 49
National Entry Request 2020-07-31 4 137
Cover Page 2020-09-28 1 42